Dreamblade Floor Rules (First Draft)

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DREAMBLADE® FLOOR RULES
Effective 8/10/2006
Introduction
The Dreamblade(tm) DCI(r) Floor Rules work in conjunction with the DCI Universal
Tournament Rules (UTR), the Dreamblade Penalty Guidelines, and the Dreamblade
game rules. Current versions of the UTR and the Penalty Guidelines can be found at
thedci.com/docs. Players, spectators, and tournament officials must abide by the rules in
these documents while involved with DCI-sanctioned Dreamblade tournaments.
Individuals who violate provisions of these documents will be subject to the appropriate
provisions of the DCI Penalty Guidelines.
See Appendix A for a list of the changes from previous versions of this document.
See Appendix B of the DCI Universal Tournament Rules for definitions of terms in this
document.
This document is updated regularly. Please visit thedci.com for the most current version.
100.
GENERAL DREAMBLADE MINIATURES TOURNAMENT RULES
110.
FORMATS
The DCI sanctions the following formats for Dreamblade tournaments:
Constructed
 Constructed
Limited Formats
 Sealed-Box
 Draft
120. DREAMBLADE DCI RATINGS
The DCI provides one single rating category for each player, calculated from that
player’s total Dreamblade tournament performances; this is known as a player’s
Dreamblade DCI Rating. All games played under the following formats shape a player’s
Dreamblade DCI rating:
 Constructed
 Limited (includes all Sealed-Box and Draft event matches)
121.
Dreamblade DCI Ratings (Explained)
Dreamblade DCI rating points are awarded to players based on:
 Individual match results from DCI-sanctioned Dreamblade tournaments
 Finishes at certain Premier Events.
The sum total of all points received in a tournament season constitutes a player’s
Dreamblade DCI Rating.
DCI Rating Points from Sanctioned Tournaments
Players receive DCI rating points for each match played in DCI-sanctioned Dreamblade
tournaments as follows:
Match Result
Win
Loss
Draw
Bye
DCI
Rating
Points
2
1
1
2
Players also receive bonus rating points for their finishes at certain Premier Events.
Please see the Dreamblade Premier Event Invitation Policy for details. The Dreamblade
Premier Event Invitation Policy can be found at www.thedci.com/docs
Player’s DCI Dreamblade ratings can be viewed online at www.wizards.com/dci.
130. New Releases:
Dreamblade miniatures can be used in DCI-sanctioned Constructed tournaments two
weeks after the release date of the expansion they appear in.
Dreamblade miniatures can be used in DCI-sanctioned Limited tournaments the same
day the expansion that they appear in is officially released by Wizards of the Coast.
The following Dreamblade sets are scheduled for release during 2006 and 2007. They
become tournament legal for DCI-sanctioned tournaments on the dates listed:
Set Name:
(*Note: dates are tentative and subject to change)
Limited Formats:
Constructed Formats:
Base Set
August 9, 2006
August 23, 2006
Set 2
October 27, 2006
November 10, 2006
Set 3
January 19, 2007
February 2, 2007
Set 4
April 20, 2007
May 4, 2007
Set 5
July 27, 2007
August 10, 2007
Set 6
October 19, 2007
November 2, 2007
200.
AUTHORIZED GAME MATERIALS
210. Necessary Tournament Materials:
Each player must have the following items to participate:
 A tournament-legal dreamscape battle map
 No less than 8 Dreamblade battle dice.
 No less than 1 standard six-sided die. These die must not be especially large or
small, or weighted.
 Tokens or pen and paper for tracking damage, victory points, and other effects.
 A Dreamblade warband consisting of no more than 16 miniatures (for
Constructed events).
220. Dice
Battle dice can either be official Dreamblade dice produced by Wizards of the Coast, or
Dice approved by the DCI for the Dreamblade game.
230. Miniatures
All Dreamblade miniatures released by Wizards of the Coast, Inc. are legal for DCISanctioned tournament play.
231. Conversions:
Conversions (customization of a miniature’s physical appearance) are allowed in
Dreamblade DCI-sanctioned tournaments, but must adhere to the following rules:




The original miniature (the miniature being converted) must be a Dreamblade
miniature.
Miniatures must remain easily identifiable. A player must be able to tell what
each miniature is at first glance on the dreamscape battle map.
Miniatures must remain attached to their original bases.
All decisions relating to a miniature being easily identifiable will be made by the
event’s head judge.
232. Repaints:
Repaints (customization of a miniature’s original colors) are allowed in Dreamblade
DCI-sanctioned tournaments, but must adhere to the following rules:




The original miniature (the miniature being repainted) must be a Dreamblade
miniature.
Miniatures must remain easily identifiable. A player must be able to tell what
each miniature is at first glance on the dreamscape battle map.
The original aspect color of the miniature’s base cannot be changed, and must be
easily identifiable to all players.
All decisions relating to a miniature being easily identifiable will be made by the
event’s Head Judge.
240. Dreamscape Battle Maps:
All Dreamblade dreamscape battle maps released by Wizards of the Coast, Inc., or battle
maps approved by the DCI for the Dreamblade game are legal for tournament play.
All Dreamblade dreamscape battle maps produced by Wizards of the Coast, Inc. are
legal for use in DCI-sanctioned tournaments as soon as they go on general sale.
300.
DREAMBLADE TOURNAMENT MECHANICS
310. Participation Minimums:
A minimum of four people must participate in a Dreamblade DCI-sanctioned event. If
this minimum is not met, the event is no longer considered DCI-sanctioned, and will not
be included in DCI ratings. If participation minimums are not met for any DCIsanctioned event, the tournament organizer must report the event as cancelled.
320. Match Structure
Dreamblade matches consist of one game per match.
321. Playoffs
If a tournament organizer chooses, he or she may run single-elimination final rounds as
best two games out of three. This choice must be announced before the tournament
begins. The DCI recommends that all Dreamblade tournament playoffs consist of the top
four tournament players of that particular event. Match results, not individual game
results, are reported to the DCI for the purpose of inclusion in worldwide ratings and
rankings.
330. Draws
Draws are worth zero points in all Dreamblade Tournament Formats.
Intentional Draws
Players may mutually agree to accept an intentional draw at any time before the match or
game result of a Swiss round is submitted. Declaring an intentional draw has the same
results for competitors as playing to a draw.
Unfinished Games
The DCI understands that games may naturally end in a draw (i.e. a tie) when playing in
a structured tournament environment. Because of that reason, the DCI has created a
detailed procedure for handling tiebreakers in a Dreamblade tournament. For a full
description of the end-of-match procedure please see section 420.
340. Match Time Limits
The required minimum time limit for any Dreamblade match is 40 minutes. Fifty
minutes are recommended for each tournament round of a Dreamblade tournament.
Warband-Construction Time limits (Limited Formats)
Twenty minutes are recommended for the warband-construction portion of all Limited
Dreamblade tournaments. (Note: The Limited formats are Sealed-Box and Draft.)
350. Warband Registration
The head judge or tournament organizer may require players to register their warbands
upon arrival at a tournament. Registration records the composition of each warband.
Once a tournament official receives a player's warband registration list, the warband may
not be altered. Failure to properly register a warband will result in the head judge
applying the appropriate provisions of the DCI Penalty Guidelines.
400.
DREAMBLADE TOURNAMENT PROCEEDURES
410. Pregame Procedures
Players are given 3 minutes to complete all of the following pregame procedures.
Decide upon a Battle Map:
The two players must decide which player’s dreamscape battle map will be used for the
current round. Rolling a dice is the recommended procedure to determine who chooses
which dreamscape battle map will be used.
Arrange Miniatures:
Players are required to keep the miniatures in their reserves zone easily identifiable and in
full view of all players. (Note: The DCI recommends that players arrange the miniatures
in their reserves zone into a line by cost, from, lowest to highest.)
Miniature Facing:
Players must agree on miniature facing directions. (See section 440 for additional
information about miniature facing requirements)
Warband Inspection:
After each player has clearly organized his or her miniatures in their reserve zone, players
are then allowed to perform the pregame miniature inspection of their opponent’s
Dreamblade warband. During this inspection period, players are allowed to do the
following:
 Read a miniature’s base text.
 Confirm a miniature’s identity.
420.
End-of-Match Procedures
Determining a Winner
If the match time limit is reached before a winner is determined, players must finish the
current round of the game to determine a match winner. If no player has clearly won the
game after finishing this round, the player that has earned the most victory points for the
match is considered to be the winner.
Handling Ties (Swiss Events)
If both players have the same amount of victory points at the end of the final round when
time is called, follow the procedure listed below to determine the match’s outcome.
1. Play one additional round. At the end of this round, the player with the most
victory points is the winner. (Note: if victory points are still tied, go to step 2.)
2. Players add up the spawn costs of all their miniatures currently in the dreamscape
zone. The player whose miniatures in the dreamscape zone have the highest total
spawn cost is the winner. (Note: if both player’s spawn-point totals are tied, go to
step 3.)
3. The game is considered a draw.
Handling Ties (Single-Elimination Events)
If both players are have the same amount of victory points at the end of the final round
when time is called in a single-elimination event using a match time limit, follow the
procedure listed below to determine the match’s outcome.
1. Play one additional round. At the end of this round, the player with the most
victory points is the winner. (Note: if victory points are still tied, go to step 2.)
2. Players add up the spawn costs of all their miniatures currently in the dreamscape
zone. The player whose miniatures in the dreamscape zone have the highest total
spawn cost is the winner. (Note: if both player’s spawn-point totals are tied, go to
step 3)
3. Repeat steps 1 and 2 until a winner is determined.
Time Extensions
If a judge assigned a time extension to the match, the end-of-match procedure does not
begin until the end of the time extension.
430. Special Initiative Phase Rule for Tournaments
Skipping Spawn Phases: If either player rolled a 1 during the previous turn’s Initiative
Phase, re-roll all 1’s rolled during the current turn’s Initiative phase.
(Example: On the previous turn Scott and Andy skipped the Spawn Phase. During their
current Initiative Phase, Scott rolls a 1 and Andy rolls a 4. Since they skipped their last
spawn phase, Scott re-rolls his result of 1, and ends up rolling a 3. Scott and Andy then
proceed to complete their Spawn Phase spawning miniatures normally this turn, and have
7 spawn points to spend)
440. Miniature Facing Requirements
Players must agree upon a unique direction for their miniatures to face during the current
match. Both players’ miniatures cannot face the same direction during a match. A
player’s miniatures are required to always face the agreed upon direction while in the
dreamscape zone. (Example: Victor and Colleen are opponents for the current round of a
Dreamblade miniatures event. While performing their pregame procedures, Victor asks
Colleen if it’s okay that his miniatures face to the East during the match. Colleen accepts
and then decides to face her miniatures to the West. As a result, both player’s warbands
are facing different directions and are easily identified as different warbands.)
450. Picking up Miniatures in the Dreamscape Zone
During a match, players may need to pick up miniatures that are in play to either Shift
them or look at the rules text on the bottom of their bases; players may only pick up one
miniature at a time when doing so.
460. Shifting Dreamblade Miniatures
Both players are responsible for tracking which miniatures have shifted during any shift
action (yours and your opponent’s).
Note: To help prevent confusion when moving miniatures during a shift action, the DCI
recommends the following procedure:
Once a player has announced that he or she will be performing a shift for his or her
current action phase, that player may begin shifting their miniatures in the dreamscape
zone. To do this, and to help prevent confusion during a complicated shifting phase,
players should put each miniature to be moved a quarter of the way into the cell that it is
moving into, so that three quarters of the miniature is still in the cell it was moving from.
This process should be repeated for each miniature moving during that shift action. Once
the player has indicated in this way each miniature that he or she wants to move during
that shift action, he or he should then move those miniatures completely into their new
cells to complete the action.
470. Striking
When a player has announced that he or she will be performing a strike for his or her
current action phase, that player chooses a cell and then which miniatures in that cell will
be attacking. If a player fails to announce which miniatures are attacking in that cell, it is
assumed that all the miniatures in that cell will be attacking.
(Example: Bryan announces that she will be performing a strike for her current action
phase. She has four miniatures in the first cell that she wants to attack in, but only wants
to attack with three of them. Bryan announces which three miniatures she will be
attacking with before she rolls the dice so that her opponent is clearly aware of which
miniatures are actually involved in the current combat.)
480. Handling Destroyed Miniatures
Destroyed miniatures must be in an area clearly separate from the reserves zone, and
must be easily identifiable to all players. All players are responsible for tracking bonus
spawn points awarded for destroyed miniatures.
490.
Dice Rolling
Random Rolls
Rolling dice is strictly a means of obtaining random numbers; any other use violates the
rules and the spirit of the Dreamblade game. A legal roll consists of shaking the dice
vigorously and then simultaneously tossing them out at a discernible height above the
dreamscape battle map, allowing them to bounce and roll freely.
Valid Rolls
All rolled dice must come to rest flat (not cocked) on the playing surface; otherwise they
must be rerolled. All decisions relating to whether or not dice are cocked will be made by
the event’s head judge.
Rolling the Correct Number
If a player needs to roll more dice than are available, that player rolls as many dice as are
currently available, tracks the results, and then rerolls dice until the correct number of
dice have been rolled for the current attack.
Dice Rolling off the Table
Any dice that fall off of the playing surface are considered to be invalid rolls, and must be
rerolled.
(Example: Victor rolls 12 dice during an attack, and 3 of the 12 dice accidentally fall
onto the floor. Victor must pick up the 3 dice that fell onto the floor and reroll them to
complete his attack.)
500.
RULES FOR CONSTRUCTED TOURNAMENTS
510. Warband Construction
When creating Constructed warbands, players must follow the warband rules as described
in the Dreamblade Rulebook.
600.
RULES FOR LIMITED TOURNAMENTS
610. Limited Warband Construction
When creating Limited warbands, players are limited to no more that sixteen miniatures,
but are not restricted by the three-copy limit rule.
There are two types of Limited tournaments: Sealed Box or Booster Draft.
620. Rules for Sealed Box
Once players are seated, tournament officials provide each player with
 One Starter Set and one Booster Pack, or
 Three Booster Packs
For example, if a player receives a Base Set Starter and a Base Set Booster Pack; all
players must receive a Base Set Starter and a Base Set Booster Pack.
630. Rules for Booster-Pack Draft Tournaments
Players are seated randomly in drafting circles, called pods, of roughly equal size. Pods
may not contain less than three or more than five players, and tournament officials must
maximize the number of four-person pods. For example, if nine players are registered for
a draft tournament, they should be seated in two pods: one with four players and one with
five, not three pods of three people.
A tournament official then distributes three new Booster Packs to each player. Each
player must receive same product. For example, if one player receives two Base Set
Booster Packs and one Set 2 Booster Pack; all players must receive two Base Set Booster
Packs and one Set 2 Booster Pack.
Review and Draft
Players are given 60 seconds to review the miniatures before drafting begins. During the
review period, players are allowed to pick up the miniatures they are reviewing. At the
end of the 6-second review, the active player drafts the first miniature. Then each player
in turn has 10 seconds to review and draft from the remaining miniatures. If a player fails
to select a miniature in that time, the pod judge issues that player the highest-costed,
undrafted miniature.
631. Active Player Rotation
The player drafting first from the miniature pool presented on the table is called the
active player. The first active player is the participant in the first seat, designated by the
judge. All players in each drafting pod serve as the active player once for each boosterpack group, with the active player moving between players as follows:
 In a clockwise direction for the first booster-pack group (beginning with the first
active player)
 In a counterclockwise direction for the second booster-pack group (starting with
the last active player in the first group).
632. Table Preparation
Draft preparation
Miniatures must be removed from their plastic bags before they can be laid out on the
table. (Note: Non-active players can assist in removing miniatures from the plastic bags.)
Miniature Placement
Each active player lays out all the miniatures of one booster pack face up on the table.
633. Drafting Rules
Players may not communicate with others during a draft.
After the 60-second review, if a player picks up a miniature, that miniature is considered
drafted and the player may not select a different miniature. Players should only touch
undrafted miniatures if it is their turn to draft.
During the draft, players must display all miniatures they drafted standing up placed in a
line in front of them in view of all players.
634. Draft Order
The draft order moves in a circular pattern, beginning with the active player and
continuing around the table until the last miniature has been chosen.
1st Booster Pack
Player 1 opens
Player 1 drafts
Player 2 drafts
Player 3 drafts
Player 4 drafts
Player 1 drafts
Player 2 drafts
Player 3 drafts
5th Booster Pack
Player 4 opens
Player 4 drafts
Player 3 drafts
Player 2 drafts
Player 1 drafts
Player 4 drafts
Player 3 drafts
Player 2 drafts
9th Booster Pack
Player 1 opens
Player 1 drafts
Player 2 drafts
Player 3 drafts
Player 4 drafts
Player 1 drafts
Player 2 drafts
Player 3 drafts
2nd Booster Pack
Player 2 opens
Player 2 drafts
Player 3 drafts
Player 4 drafts
Player 1 drafts
Player 2 drafts
Player 3 drafts
Player 4 drafts
6th Booster Pack
Player 3 opens
Player 3 drafts
Player 2 drafts
Player 1 drafts
Player 4 drafts
Player 3 drafts
Player 2 drafts
Player 1 drafts
10th Booster Pack
Player 2 opens
Player 2 drafts
Player 3 drafts
Player 4 drafts
Player 1 drafts
Player 2 drafts
Player 3 drafts
Player 4 drafts
3rd Booster Pack
Player 3 opens
Player 3 drafts
Player 4 drafts
Player 1 drafts
Player 2 drafts
Player 3 drafts
Player 4 drafts
Player 1 drafts
7th Booster Pack
Player 2 opens
Player 2 drafts
Player 1 drafts
Player 4 drafts
Player 3 drafts
Player 2 drafts
Player 1 drafts
Player 4 drafts
11th Booster Pack
Player 3 opens
Player 3 drafts
Player 4 drafts
Player 1 drafts
Player 2 drafts
Player 3 drafts
Player 4 drafts
Player 1 drafts
4th Booster Pack
Player 4 opens
Player 4 drafts
Player 1 drafts
Player 2 drafts
Player 3 drafts
Player 4 drafts
Player 1 drafts
Player 2 drafts
8th Booster Pack
Player 1 opens
Player 1 drafts
Player 4 drafts
Player 3 drafts
Player 2 drafts
Player 1 drafts
Player 4 drafts
Player 3 drafts
12th Booster Pack
Player 4 opens
Player 4 drafts
Player 1 drafts
Player 2 drafts
Player 3 drafts
Player 4 drafts
Player 1 drafts
Player 2 drafts
635. Draft Tournament Round Procedures
Under most circumstances, players should only play against other players in their draft
pod. However, it is sometimes necessary to set up matches between people from different
pods with the warbands built from the first draft. In this case, the organizer need not
conduct a second draft.
700.
Definition of Terms
Constructed: A tournament in which players bring their own warbands. Warbands are
built from a large pool of miniatures, depending on the exact format.
Destroy: To put a miniature from the dreamscape zone into a graveyard.
DCI: Organization dedicated to developing and maintaining tournament structures for
trading card and miniatures games. Formerly an acronym for Duelists’ Convocation
International, the name is now simply the DCI.
Dreamscape: The zone of play consisting of the 25 cells on the battle map. Also, the
name of the battle map.
Judge: Someone making sure the tournament is run fairly and efficiently.
Limited: A tournament in which players build their warbands at the tournament from
miniatures they have drafted or opened from packs.
Match: A game or series of games between two players or teams that determines a
winner. In the Dreamblade game, each match is one game. See the appropriate game’s
DCI Floor Rules for more specific details.
Organizer: The person responsible for where and when the tournament happens. This
person is also responsible for sending the results to the DCI so that ratings are updated
appropriately.
Rating: A method for calculating the relative skill levels of Dreamblade players in DCIsanctioned events.
Shift: One of two actions you can take during an action phase. When you shift, each
unengaged creature you control may move to an adjacent cell.
Single-elimination: A competition structure that eliminates players after one match loss.
It may be necessary to award byes in the first round so that only two undefeated
participants are playing in the last round of the event.
Spawn: The act of bringing a Dreamblade miniature into play. Normally, by taking a
miniature from your reserves and putting it in the dreamscape after paying its cost.
Strike: One of two actions you can take during an action phase. When you strike, every
engaged creature you control may attack.
Swiss Rounds: Competition structure that allows players to participate in every round of
the tournament. Single-elimination final rounds may follow Swiss rounds in some
tournaments.
Tournament Round: The period during which a match takes place.
APPENDIX A — CHANGES FROM PREVIOUS VERSIONS
 Currently there have been no changes to this document.
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